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lackadaisycats · 11 months
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I’m so sorry if you’ve already answered this somewhere, but how do you design your characters?
I’ve been trying to make an OC from the prohibition era and it turns out there’s basically nothing to work with for men’s outfits, so I’m curious how you made this many that look unique and fitting to the characters
There is so much to work with, though! You will tend to find more of a focus on variety in women's fashion, but there is still quite a lot of menswear to ogle too. I suppose it's just a matter of searching out ideas and inspiration in the rights corners. Here are a few suggestions:
Old Clothing Catalogues -
Collections from Sears-Roebuck and other popular clothing retailers are pretty easy to find compiled into relatively inexpensive books, or just floating online.
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A fair bit of it is in the public domain now.
--Here's an entire 1922 catalogue of stuff to flip through.
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Contemporary Artwork -
Some phenomenal illustrators were working in this field amidst the "Golden Age of Illustration" and featured prominently on the covers of magazines and on the ads inside. There was a lot of emphasis on fashion.
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Collier's and The Saturday Evening Post are a couple of the more prominent and easily searchable resources. The costuming on the cover art always has a lot of personality.
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There's Rockwell, of course, and it's almost impossible to go wrong with J. C. Leyendecker. He's probably best known for his Arrow Collar ad art, but even his sock ads are like…
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There were numerous other amazing and influential illustrators working at the time too. Here's a list of some of them. Here's a bonus Henry Raleigh featuring some of his fabulously-dressed people.
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Blogs and Articles -
There are so many of them! If you want historical accuracy, be wary of write-ups pulling all of their references from film and television. There's nothing wrong with using those for inspiration if you aren't too concerned with historicity, but there are some pretty comprehensive and well-researched things out there with more of an eye on actual fashion history too:
--Gentleman's Gazette - What Men Really Wore in the 1920s
--The Fashionisto - 1920s Men's Fashion
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Digital Collections -
There are numerous digital historic image collections stemming from universities, museums, libraries, and the government that are free to peruse too.
--The Metropolitan Museum has a searchable catalog of exhibits that includes fashion and photos
--Here's some things from the New York Public Library
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Photos at Large -
If you aren't sure where to start, image searching for any of Hollywood's early celebrities will typically turn up a bevy of production stills and promotional photography featuring a variety of fashions. Here's a random Getty images search for Harold Lloyd. A lot of standard 3 piece suits, but a lot of stuff with added character too.
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Photography was generally quite accessible by the 1920s, though, and you can find a lot of authentic photos of people from all walks of life, out in the wild wearing all sorts of clothes.
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This is by no means the limit to the resources available, but hopefully it'll provide some leaping-off points for designing looks for your characters!
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arimiadev · 6 months
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why does aniplex want mahoyo to fail
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I love visual novels. being a long time fate/stay night fan and only having heard of mahoyo from hushed whispers about its cinematography, I was super invested when it was announced to be coming to the west and I could finally play an official version of it.
however, a lot of people interested in type-moon works had never heard of mahoyo, let alone it getting an official english translation. but how? aniplex is publishing the game and they're one of the largest anime distributors in the world.
with the console release of mahoyo being almost exactly a year ago and the steam release being just 10 days away, I want to look over some of aniplex USA's bizarre and nonexistent marketing for one of my favorite visual novels.
let's clear up a few things, first.
mahoyo is the shortened form of mahoutsukai no yoru (not to be confused with mahoutsukai no yome, i.e. the ancient magus bride), which has been localized as witch on the holy night. mahoyo was a linear non-eroge visual novel released by type-moon in 2012, being one of the first scripts kinoko nasu (co-founder of type-moon) wrote back in 1996 and adapted into a VN many, many years later.
in April of 2022, a console remaster (switch, playstation 4) was announced with HD assets and voice acting, to be published by aniplex. notably, this console release would contain an english translation and was later confirmed in June to be sold in the west via online retailers. this was huge news, as this meant mahoyo would be the first type-moon visual novel (not including gameplay-oriented titles like fate/extella or fate/grand order) to be officially released in the west, as despite numerous fan translations, their more recognizable visual novels tsukihime and fate/stay night still had not received a localization.
type-moon is the developer behind mahoyo and aniplex is the publisher, meaning that type-moon made the game and aniplex is in charge of distributing (and marketing) the game worldwide.
timeline:
April 11 2022: Mahoyo rerelease announced for consoles (Switch & PlayStation 4), including English translation
July 4 2022: Aniplex confirms Mahoyo will be available to the West, localized under the name Witch on the Holy Night
October 14 2022: 2nd trailer released, more voice actor info announced
November 3 2022: physical pre-orders launched, demo version available
November 18 2022: Aniplex attends Anime NYC with Mahoyo
December 7 2022: Mahoyo released digitally on Switch / PlayStation 4 (Dec 8th in Japan, Dec 7th in America)
December 12 2022: Mahoyo reaches 110k units sold worldwide
January 27 2023: Mahoyo physicals release
July 5 2023: Mahoyo reaches 150k units sold worldwide
September 10 2023: Mahoyo announced for Steam via a now unlisted Aniplex livestream
December 13 2023: Mahoyo will be released on Steam (Dec 14th in Japan, Dec 13th in America)
some of the dates might be a little fuzzy, especially the release dates, as some sources go by japanese time and some go by american timezones, so just be aware of that.
now, let's talk a bit about mahoyo itself.
mahoyo is a masterpiece. it's a niche game not meant for everyone. its cinematography is top notch among visual novels. its writing style can be off-putting to people who want faster-paced stories. it's one of my most beloved visual novels I've ever played, and I've been in this field for almost a decade and have played well over 100 VNs.
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mahoyo is a completely linear visual novel—meaning it has no choices or gameplay—that follows aoko, a high schooler mage trying to balance her perfect school president facade with her secret life as a mage, something she has to keep secret at the risk of death. this is one of the lesser known type-moon works but it's well beloved because of the care put into it.
if you've ever heard someone talk about it, it's almost impossible for them to not mention the visuals. mahoyo is one of the most visually impressive visual novels I've ever seen, with its inspired use of artwork and in-game animations. I cannot recommend this VN enough if you like modern fantasy and don't mind linear VNs.
before we dive into aniplex USA's marketing, I want to clarify a few marketing terms for people who don't market visual novels as a job. marketing is not just advertising—it's everything related to how a product communicates with potential users, including its branding, its packaging, its everything. when marketing a game, you have several different avenues: social media, press & influencers, trailers, store pages, and more.
today I want to show you how, based off what I have researched after a long, manic day, aniplex USA has failed mahoyo on all of these accounts.
so let's go back to its western release.
mahoyo has a few official english channels:
website
twitter
facebook
aniplex also has an official english twitter with almost 500k followers where they shared mahoyo very rarely—only 9 tweets about the game ever.
well, surely their other pages are more maintained right—
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both accounts stopped posting July 10th/11th, with their last post being about mahoyo going on sale on consoles. let's look at their posts prior to this, though, starting with the twitter.
we can see that the twitter account was made in december of 2022. if we scroll down far enough (it's not hard, given they only have 33 tweets), we can see that their first tweet was on december 6th 2022:
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let's go back to our timeline. can you tell me when mahoyo's remaster released digitally?
yes they made both of the english mahoyo social media accounts the day before the game launched
we can very easily add up the entire social media posts for the game thus far:
mahoyo english twitter - 30 tweets and 3 retweets
mahoyo english facebook - 27 posts
aniplex english twitter - 9 tweets
aniplex english facebook - 2 posts
no other english social media accounts were tied to the website, so these are the only ones I looked at. this means in total, there were only 68 social media posts for the console release of mahoyo by the publisher for english audiences.
but what about the steam release? after the game sold over 150k+ units on consoles, surely aniplex was ready to market it a bit more for pc users—
neither account has made a post about the upcoming steam release.
if we look at the twitter, they have 3 tweets since July that do talk about the upcoming steam release- however, these are retweets from the japanese mahoyo account.
we know that this twitter and this facebook account are the official social media for mahoyo as they're linked on the website, so they're definitely meant to be followed for game updates in the west. well, maybe the english aniplex twitter has posted about it—
none of the english aniplex or mahoyo accounts have made a single post about the steam release
that's right, the social media posts I counted above are the only posts for mahoyo on their english accounts, all dating back before the steam release was announced. since then, they have not made a single original post even mentioning the steam release.
meanwhile, the japanese mahoyo twitter has been hustling hard to promote the upcoming steam release—reposting trailers, character bios, and more almost every day with pretty good numbers.
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in fact, the japanese mahoyo twitter did such a good job at marketing it that the aniplex USA twitter never mentioned the english mahoyo twiter, instead only @ ing the japanese one in tweets (despite the english one being linked on the website).
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why they even bothered making social media accounts and then not running them despite being one of the largest anime distributors in the world I have no clue.
well, maybe they didn't need to rely on social media presence. maybe they were going for the in-person approach and marketing it at conventions.
mahoyo had basically no anime convention presence
the only reference I can find to aniplex notably promoting mahoyo at any western convention is this tweet of them at anime NYC. from someone who was at anime NYC, I've been told that they pushed the game heavily at their booth with TV screens promoting the game.
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however, anime NYC is only one anime convention. you cannot hope to sell a game by just attending one anime convention. mahoyo might have had a presence at other american conventions, but I'm unable to find any images or news about this.
maybe they don't understand type-moon
aniplex is the publisher for fate/grand order, one of the most successful mobile games ever created. they're also the distributor for a majority of type-moon related anime, ranging from fate to garden of sinners to side series. aniplex's marketing team should have lots of experience with type-moon properties.
maybe it was promoted in other aniplex titles
I was also unable to find a news post in fate/grand order related to mahoyo's release, despite news posts for other type-moon series (namely fate but also things like melty blood) getting news posts in fate/grand order. I might've missed the news posts when looking back through FGO but I don't believe there was one.
maybe it sold well in other regions but not western ones
(I'm going to be referring only to the console release for these stats, keep in mind)
mahoyo released December 7th/8th 2022 with an english, japanese, simplified chinese, and traditional chinese translations. at the end of the release week, mahoyo's japanese twitter announced the game had sold 110k copies worldwide and famitsu reported that 66,344 of these units were sold in japan. this means we have around 43k units unaccounted for.
we know the game was available in english, japanese, and chinese languages but we don't know what regions. mainland china has a very large visual novel playerbase (I say this as someone who sells visual novels), which means if it were sold there then it's easy to say that a big chunk of that 43k units could be attributed to them—this also means it would be easy to believe that aniplex saw mahoyo selling worse in western countries and took this as a sign to not promote the game any more there.
but was it ever sold in mainland china? from what I could tell—no.
looking at pricing charts for the nintendo eshop and the playstation store, china is not listed on either. furthermore, searching the game's chinese title on the chinese playstation store does not bring back any results. it looks like the only predominantly chinese-speaking regions that were able to buy it are hong kong, taiwan and possibly singapore (the playstation store page for it doesn't look like it's available for purchase anymore).
so what does this tell us?
without any other numbers it's hard to tell how many of the 43k launch week sales came from english-speaking players, but even if we conservatively say that only around 20k of the 110k launch week units were from western countries, that's still almost a million in revenue (and remember, the physical limited edition of the game was available in english for $60, which is $20 more than the digital base version).
maybe the store page is so good they don't need to market it
here's a little secret: store pages matter a lot more than you'd think. there are entire job positions dedicated to tailoring store pages (like a steam game page) to make it perfect for the game's target audience. there's a science to it that includes the artwork, descriptions, tags, screenshots, and more.
let's see what aniplex did for the steam page of mahoyo.
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A tale told with vivid colors and rich sound in a classic TYPE-MOON visual novel.
I don't know how to describe this short description charitably other than to say it sounds like a person who's never heard of a visual novel has been tasked with describing a visual novel.
this tells me nothing about the game other than it's a visual novel. I hope you know what type-moon is, because if you don't then you've learned nothing else from this. alright, well, let's look at the screenshots—
there's only 1.
currently as of writing this, there's 10 images uploaded as screenshots (no trailers, they keep adding and removing the trailers for some reason). 9 of these images are just the full artworks from the game while 1 is an actual screenshot.
I really hate this, as you're not actually shown what the game looks like unless you look at the very last screenshot. this will absolutely lead to some people not understanding what they're getting into. what's worse is that some of these CGs are spoilers, especially one in particular featuring my wife touko.
why are we spoiling people instead of showing them screenshots? why not show people what mahoyo actually looks like??
there's also absolutely no use of the announcements section on steam. each game on steam can post announcements related to the game, including upcoming releases, new updates, and more. it's customary to post a steam announcement when a game has a release date announcement. mahoyo's steam page has none.
well they probably released the trailers in english for hype
I wish I had that much hope.
on mahoyo's english website, all of the videos listed are from the official type-moon youtube, which is their japanese channel. type-moon went through the effort to translate these videos. aniplex didn't upload these to their own youtube, where they already upload everything related to the fateverse and nasuverse.
searching up witch on the holy night brings up no results for the trailer—aniplex never uploaded the trailer to their channel.
maybe they got influencers to play it
according to steamdb, the max amount of viewers mahoyo streams have had on twitch was 71 viewers.
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furthermore, if we check twitch and look for vods attached to mahoyo, we only find 4 videos total, all of which were posted in the past week. it looks like they didn't even reach out to streamers to play the console release, much less pay them.
over on the press side, it does look like they reached out to at least a few reviewers. for example, on the review by noisy pixel, they clarify that a review copy was provided by the publisher for review purposes. we can add that to the bare minimum of marketing—reaching out to press.
however, they did get for some other influencers to share the game! ...twitter game sale influencers, that is.
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there's actually a lot more of these types of tweets for mahoyo than I was expecting when I searched it on twitter. as a friend pointed out, just because it says "#ad" doesn't necessarily mean these were paid for by aniplex—a lot of these links look to be referrals, which means they're getting a cut of any purchases.
let's recap
mahoyo released over 110k copies in the launch week for it's worldwide console release despite very, very limited marketing efforts from its publisher aniplex. now that the game has proven it can sell very well despite being a lesser known linear visual novel, aniplex has done no marketing for the steam release- no tweets, no influencer outreach, no localization of trailers, no announcements via steam, nothing.
so why?
why does aniplex want mahoyo to fail?
even after all of this, I still do not know why. to me, it's clear that the marketing team at aniplex were (most likely) given no budget for this game and just couldn't do anything with it, deciding to spend what little money they had on press outreach and an anime NYC booth.
but why? why didn't aniplex give them a budget, even a small one? why was their budget so tiny they couldn't even afford to tweet? to RT more posts from the japanese twitter? to share the already translated trailers to their own accounts?
I've heard a few excuses like "type-moon hates western fans and probably caused it" but this doesn't make any sense either. why would you authorize a translation of your game and allow your publisher to sell the game overseas but specifically make them not market the game (and what publisher would agree to that)? I've even heard excuses like "they just forgot it was coming out", to which I ask "how does an entire marketing team (a company the size of aniplex absolutely has a team(s) for marketing and not a singular person) forget a release for a game that's already sold over 150k copies?". the only excuse I've seen that I somewhat buy is that they did not have much faith in the game and relied almost entirely on fans doing word of mouth marketing for the game.
I don't think we'll ever get an answer. while I do believe the marketing team at aniplex was most likely given no budget for mahoyo, it still begs the question of why. why did someone at aniplex not want to give mahoyo a marketing budget? why are the japanese accounts for mahoyo and type-moon the only ones doing the marketing?
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I hope the information I've provided here is accurate—if it's not, I'll try to update with corrections. I don't want this piece to cast hate towards the staff at aniplex or anyone involved with this projects, I'm just trying to assemble the pieces on what feels like a game being left to word of mouth. I've tried to include as many links to my sources as I could so you could come to your own judgements about what has happened regarding mahoyo's worldwide release.
mahoyo is a visual novel that's dear to me and will absolutely sell well on steam—with an estimated 50-80k wishlists, it's going to have a solid launch despite the zero marketing for its steam release. if you love other type-moon works or want to see an absolutely visually stunning visual novel, please check it out.
— arimia
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see-arcane · 3 months
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In which there’s no better time to release a story about bloodshed than the Ides of March, replete with plenty of knives for our stab-happy monsters to choose from.
So yeah! It's finally happening! As of March 15th 2024, eBook and paperback versions of The Vampyres will be dropping! The eBook has the bonus of a handy Universal Book Link (UBL) that lets you see all the eReader options it'll appear on:
For the paperback, you'll be able to order through just about any online retailer or library. Barnes and Noble and Amazon will have it first, but by March 20th other online stores--Books-A-Million, IndieBound, Blackwell’s, among several others--will have it available. Do check out Bookshop for whichever store works best for you:
I recommend just browsing around using the title and/or the ISBN(s):
eBook ISBN: 9798218374594 Paperback ISBN: 9798218374587
Anyway.
Last and most important thing I have to say is a massive thank you to everyone for their patience and support as I dragged this thing over the field of broken glass that is self-publication.
Thank you, thank you, thank you.
(With an extra thanks to @re-dracula's Tal Minear for a foreword that still leaves the little gremlin of my ego endlessly flabbergasted and delighted every time I read it.)
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mariacallous · 26 days
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More US workers will soon be free to leave their employers to work for rivals, thanks to a new federal rule that will block the long-standing practice of locking in workers with noncompete agreements.
The US Federal Trade Commission on Tuesday issued a final rule that bans most noncompetes nationwide. The agency estimated that by allowing people more freedom, the change would lead to the creation of 8,500 new businesses annually, an average annual pay increase of $524 for workers, lower health care costs, and as many as 29,000 more patents each year for the next decade.
The FTC says about one in five US workers are bound by contract clauses that prevent them from taking new jobs from a competitor, or starting their own competing businesses, for some period of time. The agreements can trap workers and slow career advancement and wage increases—two things workers often achieve by hopping jobs.
The agreements also disproportionately affect workers in tech and certain other roles: 36 percent of engineers and architects work under noncompetes, as do 35 percent of workers in computer and math fields, according to research from the Universities of Maryland and Michigan.
Under the FTC’s new rule, “tech workers will probably experience a rise in the outside opportunities that they face,” says Evan Starr, an associate professor of business at the University of Maryland who worked on the research. “They’ll have more freedom to work where they want; they will be more likely to be paid higher wages.”
Opponents of noncompetes say they hurt workers by keeping them in lower-waged jobs and also stifle innovation, preventing people from starting their own businesses or putting innovative ideas into practice. Noncompete supporters argue that the arrangements encourage investment in staff and protect trade secrets. But recent research from Starr indicates that banning noncompetes hasn’t led to an increase in trade secret litigation.
The new FTC rule has a carve-out to keep existing noncompetes for senior executives in place. But it blocks companies from creating new noncompetes for these high-level workers. The rule is due to take effect in about four months, but it’s expected to face challenges. Two commissioners who voted against the rule saw it as overstepping the FTC’s power. The US Chamber of Commerce quickly announced after the rule passed that it will sue to try to block it.
Several states, including tech hub California, have already banned enforcement of noncompetes. But a recent tidal shift has seen the issue resonate in dozens of states. In the 2023 legislative session, 38 states introduced 81 bills that sought to ban or restrict enforcement of noncompetes. California’s long-established law is seen as part of the reason Silicon Valley became a hub for innovation, while Massachusetts’s once-similar tech corridor didn’t soar in the same way.
Tech executive Daniel Powers has battled noncompetes twice in his career. In 2010, IBM tried to delay his move from New York to Seattle to work for Amazon Web Services, the online retailer’s cloud division, by a year. The parties settled on Powers taking six months off. Fortunately for Powers, Amazon agreed to pay him even while he couldn’t work.
Two years later, the tables turned. When Powers attempted to take a job with Google Cloud, Amazon sued him, saying he had agreed not to work for one of its competitors within 18 months of leaving. The incident drew headlines as the first noncompete case Amazon had brought against someone inside fast-growing AWS, Powers recalls.
Powers had to move to California—where noncompetes aren’t legal—for the new gig, and his attorney told him to get there as soon as possible. By living in a different state, the lawsuit could be tried in federal court, where his attorney felt Amazon had less of an advantage compared to Washington state court. A federal judge ended up siding with Powers, and he lost only about three months of work at Google while the case played out.
Amazon, IBM, and Google did not immediately respond to requests for comment.
Had Powers not received discounted legal help over the years, he says, he could have easily spent over $100,000 battling noncompetes. “It’s just not fair to the employees,” says Powers, who now runs cloud advisory firm What's Next Consulting. “When I won, I got hundreds of emails and texts from Amazon employees thanking me for beating them.”
People in Washington state who want to leave one of the tech giants often must have difficult conversations with their families, advisers, and potential new employer about the risks of litigation and potentially being without a paycheck for a long stretch. Powers estimates that he has aided over 200 former Amazon and IBM colleagues in the process. California workers have no such concerns. “It’s just, ‘OK, goodbye,’” Powers says. “There’s nothing companies can do about it.”
If the new FTC rule ends up in front of the US Supreme Court, he says, his message to the justices will be simple. “Taking away a person’s ability to work in an industry they are trained in, have skills in, and have been in is a massive disservice to the employee,” Powers says. “It’s not the right thing to do to have these agreements.”
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simplestudentplanning · 6 months
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Ways To Make Money While In Uni/College
In-person Jobs
Part-time jobs (e.g. fast food, restaurant server, retail)
Pet-sitting, babysitting, house-sitting
Campus jobs
Participate in research studies
Online/Remote Jobs
Delivery Driver (DoorDash, Uber Eats, SkipTheDishes)
Photography, caricatures, commissioned drawings
Blogging/vlogging
Podcasting
Video-streaming (e.g. YouTube, Twitch)
Language Translation
In-person/Online Mix
Paid internships (specifically in the field that you're currently studying)
Freelancing (Websites: Fiverr, Upwork) (e.g. website design)
Tutoring
Selling notes/study guides/flashcards
Selling used items (e.g. clothes, furniture)
Selling handmade items (e.g. accessories, notebooks, crocheted plushies, keychains)
Photography, caricatures, commissioned drawings
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froody · 5 months
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i hope this isn't awkward, but i can send you a chocolate orange. if you want? i know that they like to evade you.
It isn’t awkward. You’re very kind to offer, a couple people have asked. The curse doesn’t seem to extend to ordering them online. I’ve managed to order them from online retailers with no problem but the postal service does a number on chocolate orange and they tend to show up busted or melted, which takes a little bit of the fun and magic of the treat. It’d be the same thing if someone bought and shipped me one directly. That’s why I try to buy from physical retailers in my area but the anti-chocolate orange force field continues to surround me.
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cinderoo · 4 months
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life update + what's next in 2024
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since i shared the news on twitter, i think everyone following me on tumblr deserves to know about this as well. more under read more:
i resigned recently from my full time job for multiple reasons. i have been thinking about quitting since october 2023. the first reason is that i wanted a temporary break in life without knowing i had to go back in to work. and i wanted to enjoy a little bit of freedom which i never had the chance to experience since i jumped into working retail immediately after graduating art school (i will come back to this topic later). the second and more important reason is that i realized that i needed to go back to college for a non-art related major.
even though the retail stores i worked at had poor management, i don't regret my time working retail. i grew to love helping customers! and from the last retail job i worked at, i was promoted to Assistant Manager and because i was much closer to my bosses there, i was able to see how businesses are ran, which products a business should focus on - which products don't do so well, and how businesses can succeed further. that's how i developed an interest in both the economy and advertising - and i decided that going back in school by Fall 2024 for a Marketing Major would be a good choice of learning both things.
until then, i intend to enjoy my little break from life to the fullest by indulging in hobbies such as drawing, playing video games, and watching anime.
but if you have been following me for a few years, you would be shocked as to why i suddenly switched from 2D Animation to Marketing. i did study in art schools for 2D Animation from 2016 - 2019 after all.
this wasn't an easy decision for me to make. i cried and grieved over the time and money that i am funneling down the drain, so i know.
to paraphrase what i wrote on twitter, i basically came to realize that i was not going to get a job in 2D Animation at this rate because of the recession in the industry. and i also figured out that i would have no time to draw or create anyway even if i got a job in that field - hitting creative burnout from 2D animation sounds like an oxymoron. no thank you.
even when i was working full time and going to art school, i still was drawing and creating during my free time! i would honestly d*e before i give up that hobby, and i want my future to involve being able to draw and create.
so what does this all mean? i will continue with my plans to open my online store again, to table at local anime conventions, and to draw illustrations/small comics of characters like the Transformers Kotobukiya girls or of my original characters down the line. i am still working on my personal project with a friend behind-the-scenes to this day.
if you made it to the end of my open letter, thank you so much for taking the time to read this ❤️ it means a lot to me. cheers.
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cyberpunkonline · 6 months
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The Cyberpunk Genre: From Fiction to Reality
The Real-World Cyberpunk Narrative
In the realm of science fiction, the cyberpunk genre has long captivated audiences with its vision of a high-tech, low-life future. Cyberpunk, a subgenre that emerged in the early 1980s, combines advanced technology with a layer of dystopian elements, often exploring themes of artificial intelligence, cybernetics, corporate hegemony, and social decay. However, what once seemed a distant future is now becoming a striking reflection of our present reality.
The Cyberpunk Reality of Modern Corporations
As we delve into the corporate world, the parallels between cyberpunk narratives and current events become strikingly clear. This article examines the activities of major corporations like Google, Microsoft, Amazon, SpaceX, and OpenAI, highlighting instances that resonate with cyberpunk themes.
"Google: The Digital Panopticon"
Google, with its vast array of services, has created a digital ecosystem that closely resembles the omnipresent corporations in cyberpunk lore. The company's foray into various sectors, from search engines to smart home devices, has raised concerns about privacy invasion and data control, reminiscent of cyberpunk's surveillance-heavy societies.
"Microsoft: The Silicon Overlord"
Microsoft's dominance in the software industry, particularly with its Windows operating system and Office suite, mirrors the cyberpunk trope of a corporation wielding enormous power over everyday technology. The company's expansion into cloud computing and AI further cements its status as a tech giant with a reach that extends into the very fabric of digital life.
"Amazon: The Corporate Colossus"
Amazon's transformation from an online bookstore to a retail and technology behemoth aligns with cyberpunk's portrayal of mega-corporations that transcend traditional industry boundaries. The company's ventures into cloud computing, AI, and even space travel through its Blue Origin subsidiary evoke images of a corporation with almost limitless ambition and resources.
"SpaceX: Architects of the Starbound Future"
SpaceX, under the leadership of Elon Musk, brings to life the cyberpunk fascination with space exploration and privatization. The company's ambitious projects, including the colonization of Mars and satellite internet services, embody the cyberpunk vision of pushing humanity's boundaries, both technologically and geographically.
"OpenAI: The AI Enigma"
OpenAI, known for its groundbreaking work in AI, reflects cyberpunk's preoccupation with the potential and dangers of artificial intelligence. The development of advanced AI models and their applications in various fields raise questions about the future of human-AI interaction, a central theme in many cyberpunk narratives.
Industrial Espionage: A Cyberpunk Reality
The world of industrial espionage, a staple in cyberpunk plots, is no stranger to these tech giants. The competitive nature of the technology industry, driven by the race for innovation and market dominance, has led to numerous instances of data breaches, intellectual property theft, and corporate spying. These incidents underscore the darker aspects of the corporate world, mirroring the intrigue and deception often found in cyberpunk stories.
Cyberpunk Tropes in the Modern World
Several broad tropes characteristic of the cyberpunk genre are increasingly relevant today:
Technological Advancements vs. Societal Decay: The stark contrast between cutting-edge technology and societal challenges, such as income inequality and privacy concerns, is a recurring theme in both cyberpunk fiction and the modern world.
Corporate Power and Influence: The immense power wielded by mega-corporations, often at the expense of individual freedoms and government authority, is a reality in both the cyberpunk genre and today's corporate landscape.
Ethical Dilemmas of AI and Cybernetics: The ethical and philosophical questions surrounding artificial intelligence, cybernetics, and human enhancement are as pertinent in real life as they are in cyberpunk narratives.
Conclusion: Cyberpunk as a Now Genre
As we examine these parallels, it becomes evident that cyberpunk is no longer a genre fixated on a near future. The themes, concerns, and narratives central to cyberpunk are increasingly manifesting in our current reality. The once speculative fiction has transformed into a lens through which we can view and understand the complexities and challenges of our high-tech, corporate-dominated world. Cyber is no longer a near future genre. It's a now genre.
- Raz
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gorbo-longstocking · 1 month
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HIIIIIII life update: im gonna be taking a bit of a hiatus from writing fanfiction for who knows how long, probably until the fixation hits again and i cant be controlled, but truthfully my job era has made me realize that i CANNOT be working retail for the rest of my life. so, ive decided to write something original and do something with it. hopefully publish it. im nervous to say that out loud because i feel like im overestimating my abilities, but ill never know until i try. im hoping to be able to build a future doing something i really genuinely love, but i REALLY gotta lock in on writing it so it. because i have a hard time actually finishing things.
i wont be posting it anywhere online because that would make getting published hard, which is the end goal, and id hate to delete it after having it up. man idk that just doesnt sit right with me. im kind of sad my feedback will be limited due to this choice, and also because i REALLY love sharing my writing and im impatient. but hopefully the end goal will be well worth it.
if anyones curious about the project im working on, feel free to ask! i would be more than happy to talk about it. im hesitant to just come out of the gate blabbering because its so left field from fanfiction and likely not what yall followed me for. i do fully intend to finish every fic ive ever started, i just gotta think about my future a little bit. get me out of retail for the love of god.
but that’s the update! if im radio silent for a while, thats what im working on. i feel weirdly guilty talking about it because i feel like im abandoning (im not actually abandoning it i prommy) stuff yall are actually interested in, in favor of something new.
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hypocrite-human · 6 months
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AI & IT'S IMPACT
Unleashing the Power: The Impact of AI Across Industries and Future Frontiers
Artificial Intelligence (AI), once confined to the realm of science fiction, has rapidly become a transformative force across diverse industries. Its influence is reshaping the landscape of how businesses operate, innovate, and interact with their stakeholders. As we navigate the current impact of AI and peer into the future, it's evident that the capabilities of this technology are poised to reach unprecedented heights.
1. Healthcare:
In the healthcare sector, AI is a game-changer, revolutionizing diagnostics, treatment plans, and patient care. Machine learning algorithms analyze vast datasets to identify patterns, aiding in early disease detection. AI-driven robotic surgery is enhancing precision, reducing recovery times, and minimizing risks. Personalized medicine, powered by AI, tailors treatments based on an individual's genetic makeup, optimizing therapeutic outcomes.
2. Finance:
AI is reshaping the financial industry by enhancing efficiency, risk management, and customer experiences. Algorithms analyze market trends, enabling quicker and more accurate investment decisions. Chatbots and virtual assistants powered by AI streamline customer interactions, providing real-time assistance. Fraud detection algorithms work tirelessly to identify suspicious activities, bolstering security measures in online transactions.
3. Manufacturing:
In manufacturing, AI is optimizing production processes through predictive maintenance and quality control. Smart factories leverage AI to monitor equipment health, reducing downtime by predicting potential failures. Robots and autonomous systems, guided by AI, enhance precision and efficiency in tasks ranging from assembly lines to logistics. This not only increases productivity but also contributes to safer working environments.
4. Education:
AI is reshaping the educational landscape by personalizing learning experiences. Adaptive learning platforms use AI algorithms to tailor educational content to individual student needs, fostering better comprehension and engagement. AI-driven tools also assist educators in grading, administrative tasks, and provide insights into student performance, allowing for more effective teaching strategies.
5. Retail:
In the retail sector, AI is transforming customer experiences through personalized recommendations and efficient supply chain management. Recommendation engines analyze customer preferences, providing targeted product suggestions. AI-powered chatbots handle customer queries, offering real-time assistance. Inventory management is optimized through predictive analytics, reducing waste and ensuring products are readily available.
6. Future Frontiers:
A. Autonomous Vehicles: The future of transportation lies in AI-driven autonomous vehicles. From self-driving cars to automated drones, AI algorithms navigate and respond to dynamic environments, ensuring safer and more efficient transportation. This technology holds the promise of reducing accidents, alleviating traffic congestion, and redefining mobility.
B. Quantum Computing: As AI algorithms become more complex, the need for advanced computing capabilities grows. Quantucm omputing, with its ability to process vast amounts of data at unprecedented speeds, holds the potential to revolutionize AI. This synergy could unlock new possibilities in solving complex problems, ranging from drug discovery to climate modeling.
C. AI in Creativity: AI is not limited to data-driven tasks; it's also making inroads into the realm of creativity. AI-generated art, music, and content are gaining recognition. Future developments may see AI collaborating with human creators, pushing the boundaries of what is possible in fields traditionally associated with human ingenuity.
In conclusion, the impact of AI across industries is profound and multifaceted. From enhancing efficiency and precision to revolutionizing how we approach complex challenges, AI is at the forefront of innovation. The future capabilities of AI hold the promise of even greater advancements, ushering in an era where the boundaries of what is achievable continue to expand. As businesses and industries continue to embrace and adapt to these transformative technologies, the synergy between human intelligence and artificial intelligence will undoubtedly shape a future defined by unprecedented possibilities.
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sometimes, when i let myself just sort of daydream about cool things i could be doing, some of my “if you love your job you never work a day in your life” (ik its bs bc i love my current job too. but you get the vibe) daydreams is owning a doll store specializing in bjds & art dolls & materials for them with a whole show room, or just being a bjd dealer without a brick and mortar. i’m the type of person who enjoys helping people find and get things, and the times i worked in fields like that (procurement & also regular retail jobs) i really enjoyed it. it’s influenced what my current career path is too. I miss the unique vibe our family tailor shop had brought to our two when i was growing up, and the old fabric & craft store too. I miss the strange antique & vintage store that my grandma would take us too, with the big room that was just full of dolls of all kinds (well, mainly porcelain, bisque & barbies) as well as doll clothes and doll houses. I want to be that for the modern era, for the modern kid and their parent to wander in and look at dolls and related products. Maybe my thing would be BJDs and American Girl Dolls, and i’d help people place orders in person. I’d obviously have a website, but there’s something quaint about during christmas time a parent comes in and buys some american girl dresses. or one of the local college kids in the anime club discovers that this weird shop in their boring college town has BJDs, and they come and look a lot because they’ve always seen them online but never in person. also, it’d be great to be able to see so many dolls and clothes….. but i don’t have to keep them >:) I get to look and maybe display some (those would probably be my own collection) but they’d eventually leave me to their forever home. Muahahaha. That’s like my perfect doll collection ideal.
i dunno, i just think it’d be neat. i’m aware there’s a lot that goes into business, my family are primarily business owners (tailor shop for example, contractors, the like). truly the online only dealer presence would be far better business wise with real estate, loans, and the economy the way it is in my state, so i’d only have to worry about storage.
It’s also such a niche thing that if i ever did it, there aren’t a lot of people to ask about how they started, their pros/cons, etc. I’d love to hear more from people who are dealers of niche hobby things (gundams, figures, toy trains, etc even). anyways, what’s your fun hobby daydream?
~Anonymous
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ebookporn · 9 months
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“For now, I think we’ve attracted the type of socially conscious consumer who would naturally seek us out as a channel to buy books,” Hunter says. “Our bestsellers list is different from Amazon’s, which is something we are psyched about. But there are many readers we haven’t reached yet, namely the ones who shop solely on Amazon due to convenience and price. We want those mainstream book buyers.”
Hunter estimates that, despite its success, Bookshop.org still accounts for only 1% of active online book buyers. “Amazon has two advantages over us: shipping times and predatory pricing. But those only apply to physical books.” He sees a level playing field when selling e-books. “E-books are the same price on Amazon as they are on Bookshop.org, and they will arrive in the same amount of time, which is instantly.”
READ MORE
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aurosoulart · 11 months
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Hey, sorry if this is bad(?), but I was wondering if you had any advice for getting into the xr world/career. I think I've seen you mention the topic (encouraging others to join the field?) at least once, but I don't know how to even get started. Thank you for your time!
(If you could answer this not publicly I would appreciate it, but it's fine if you do, or like, if you don't answer at all)
not a bad thing to ask at all! I've actually been in the middle of writing a guide about this for some time that I will.... hopefully finish sometime soon ghskgh.
I hope you don't mind me posting this publicly - I ended up writing a short novel and figure it might be useful to others who are curious as well! anyways, the advice I give to people with a background in illustration is to start out with a Quest 2 headset. they retail at $300 new, but you can get them used via eBay, Craigslist, FB Marketplace or someplace like that for around $200 or under. the Quest 2 works without needing to be plugged into a PC, though you will probably want to buy a more ergonomic head-strap to make it more comfortable. (the head strap that Meta sells is overpriced, but this third-party one is really good) if you're interested in working with augmented reality (the type of work I do!) and have the ability to save up some extra money, I'd recommend waiting for the release of the Quest 3, which will launch this fall and cost $500. totally not a requirement at all to start learning, though.
other than that, I'd recommend starting out with free art programs like Open Brush and Gravity Sketch to familiarize yourself with creating in-headset. both of these programs have a large amount of tutorial videos up on YouTube - as well as an active community of other artists who are all generally very friendly and eager to help people learn. VR Art Live and The Spatial Canvas's Discord servers are the communities I'm part of. :)
after that, it all just comes down to posting your new artwork online to as many platforms as you can mentally handle (this is the hardest part for me, ghsghs), and also looking at paid XR artist programs/gigs. Mozilla Hubs, Horizon Worlds, and Figmin XR (that's me!) all have some creator opportunities where they pay people to create things on their platform.
you can also find work doing XR concept art, art performances, and I've even seen grant programs for XR artists from art galleries. these things are harder to find, but if you make a LinkedIn page and a modest portfolio of your XR art, chances are high that you'll get some eyes on it.
it's ridiculously easy to be a big fish in a small pond right now if you have any kind of skills with these programs. I will say that there does seem to be a push towards people who can create things that are interactive and can be shared with others (like AR Snapchat/TikTok/Instagram filters, experiences created and published to platforms like Mozilla Hubs, Figmin XR, etc.), so that's something to keep in mind while learning - but not something that should stop you!
going from 2D illustration to creating things in 3D space is a whirlwind of learning new skills that can often feel overwhelming, but the most important thing is that it should feel fun and enjoyable to you. I started out by just listening to music while painting in Tilt Brush (Tilt Brush was the original version of Open Brush, before Google made it open-source) and creating whatever felt the most fun in the moment. everything else just came from natural curiosity and connecting with other artists in the space.
lastly... I have no technical (coding, traditional 3D modeling) skills. I am a 2x college dropout with chronic mental illness, and prior to my current employment I was never able to hold a job for longer than 3 months. and yet....... this new industry has changed my life completely, and at 29 years old I finally feel like I have a purpose. I'm somehow a software developer now, without needing to know anything about software development. that's wild!!!
this is why I'm so excited for the future. if this brand-new technology (still in its infancy! viewed as frightening by so many!!) was able to help me in such a radical way... what will that mean for even more people discovering it as it becomes more accessible?
I don't know the answer to that yet... but I do know how wonderful it is to see people learning about all of this for the first time. helping with that alone is more than enough for me 💖
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sidehustlerscentral · 28 days
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acceptccnow · 7 months
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Optimizing Payment Processing for E-Commerce Expansion
Article by Jonathan Bomser | CEO | Accept-Credit-Cards-Now.com
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In the rapidly changing world of e-commerce, staying ahead of the competition is crucial. Whether you're a seasoned e-commerce entrepreneur or just entering the digital retail arena, one factor stands out as a make-or-break element: payment processing. Welcome to a comprehensive guide on optimizing payment processing for e-commerce expansion, where we'll delve into the intricacies of e-commerce payment processing to ensure your business thrives in this fiercely competitive arena.
DOWNLOAD THE OPTIMIZING PAYMENT PROCESSING INFOGRAPHIC HERE
The Significance of Payment Processing Efficient payment processing serves as the lifeblood of any e-commerce enterprise. It extends beyond the simple act of accepting payments; it's about delivering a seamless and secure experience to your customers. From accepting credit cards to managing credit card payments, every facet plays a pivotal role in shaping the prosperity of your e-commerce venture.
The Vital Role of Merchant Accounts One fundamental component of e-commerce payment processing is the necessity of having appropriate merchant accounts in place. These accounts function as the crucial link between your online store and financial institutions, ensuring the smooth flow of secure transactions. Regardless of whether you're involved in standard sales or operate within high-risk industries, the establishment of robust merchant processing is a non-negotiable requirement.
Navigating High-Risk Environments For businesses operating within high-risk sectors such as CBD or credit repair, the challenge is amplified. This necessitates specialized expertise in high-risk merchant processing and high-risk credit card processing. The encouraging news is that, with the right strategy, you can navigate these complex waters successfully.
Exploring Tailored E-Commerce Solutions In the e-commerce domain, conventional payment processing may not always suffice. E-commerce businesses require tailored solutions like e-commerce payment gateways and e-commerce merchant accounts, meticulously crafted to handle the unique demands of online transactions.
Beyond the Fundamentals To genuinely optimize your e-commerce payment processing, you must look beyond the basics. This encompasses a thoughtful consideration of factors such as payment gateway solutions, credit card payment gateways, and an understanding of the ever-evolving landscape of online credit card processing. Maintaining a competitive edge in this dynamic field is imperative.
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The Advantages of Merchant Processing Services If you seek a partner who comprehends the intricacies of accepting credit cards for e-commerce and delivers exceptional credit card payment services, explore companies that specialize across a diverse range of industries. These include credit repair merchant processing and CBD payment processing. With such a partner, you'll gain access to a seamless credit card payment gateway tailored to meet the distinctive needs of your e-commerce venture.
In conclusion, optimizing your e-commerce payment processing is not just a choice; it's a necessity. Your ability to provide secure, efficient, and convenient payment options can either propel your e-commerce business to new heights or hold it back. By unraveling the complexities of payment processing for high-risk sectors and embracing specialized solutions like CBD merchant accounts and credit repair payment processing, you'll position your business for growth and long-term success.
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kochivamarketing · 3 months
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With the rise of big data and analytics, the role of a data analyst has become increasingly important in India. Data analysts help organizations make sense of large amounts of data, identify patterns and trends, and derive insights to aid decision-making. This has made data analyst one of the hottest careers in the country today.
But is it really a good career option in India? Let's examine some of the key pros and cons of being a data analyst in India:
Pros:
Strong demand: With data influencing every aspect of business, there is great demand for qualified data analysts across sectors like IT, banking, retail, healthcare etc. This demand is likely to grow as data collection and analytics become even more critical.
High pay: Data analysts are well compensated in India, with average salaries ranging from ₹5-10 lakhs for entry level going up to ₹30 lakhs for experienced professionals. Salaries in metros can be even higher.
Cons:
Rapidly evolving field: New data tools and technologies are emerging rapidly. Data analysts need to constantly update their skills to stay relevant. Learning can be demanding.
Stressful deadlines: Data insights often need quick turnarounds. This can lead to stressful situations, overtime and tight deadlines.
For those looking to start a career in data analytics, platforms like Kochiva offer comprehensive online courses to help you learn in-demand data skills. Their industry-relevant curriculum, expert faculty, and virtual labs ensure you are job-ready from day one. I highly recommend checking out their data analyst certification course.
Overall, a career as a data analyst promises strong growth in India. With the right skills and continued upskilling, it can be an exciting and financially rewarding career for those with an analytical bent of mind.
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